Position Only Shader Context Submission Through a Render Command Streamer

ABSTRACT

By scheduling/managing workload submission to a POSH pipe one can exploit parallelism with minimum impact to the software scheduler in some embodiments.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.14/865,933 filed Sep. 25, 2015.

BACKGROUND

A significant number of primitives are culled in graphics processingbecause they are back-facing, outside the view frustum or too small.Since they are not pertinent to the display, it is inefficient toprocess them any more than necessary.

A position only shader (POSH) has a graphics pipeline (POSH/Cull pipe)that runs ahead of the traditional render pipeline to filter out thesenon-visible primitives. The POSH pipeline uses a dedicated engine tooperate on three-dimensional (3D) workloads to generate visibility dataprior to getting them executed on a traditional render pipe. Visibilitydata output by the POSH pipe is used by the Vertex Fetch (VF) logic inthe traditional render engine to optimize workload execution bydiscarding the non-visible vertices.

BRIEF DESCRIPTION OF THE DRAWINGS

Some embodiments are described with respect to the following figures:

FIG. 1 is a block depiction of a POSH architecture according to oneembodiment;

FIG. 2 is a schematic depiction of a render engine according to oneembodiment;

FIG. 3 is a flow chart for render command processing for one embodiment;

FIG. 4A is a flow chart for a POSH command processing according toanother embodiment;

FIG. 4B is a flow chart that is a continuation of FIG. 4A according toanother embodiment;

FIG. 5 is a depiction of batch buffers for one embodiment;

FIG. 6 is a block diagram of a processing system according to oneembodiment;

FIG. 7 is a block diagram of a processor according to one embodiment;

FIG. 8 is a block diagram of a graphics processor according to oneembodiment;

FIG. 9 is a block diagram of a graphics processing engine according toone embodiment;

FIG. 10 is a block diagram of another embodiment of a graphicsprocessor;

FIG. 11 is a depiction thread execution logic according to oneembodiment;

FIG. 12 is a block diagram of a graphics processor instruction formataccording to some embodiments;

FIG. 13 is a block diagram of another embodiment of a graphicsprocessor;

FIG. 14A is a block diagram of a graphics processor command formataccording to some embodiments;

FIG. 14B is a block diagram illustrating a graphics processor commandsequence according to some embodiments;

FIG. 15 is a depiction of an exemplary graphics software architectureaccording to some embodiments;

FIG. 16 is a block diagram illustrating an IP core development systemaccording to some embodiments; and

FIG. 17 is a block diagram showing an exemplary system on chipintegrated circuit according to some embodiments.

DETAILED DESCRIPTION

The POSH Pipe and Render Pipe are not completely independent. At thesame time they are not very tightly coupled down to the instructionlevel. Some level of parallelism exists. By scheduling/managing workloadsubmission to a POSH Pipe one can exploit this parallelism with minimumimpact to the software scheduler in some embodiments.

A POSH plus Render pipeline may be a monolithic engine from a softwareperspective. This provides software with a single unified interface tosubmit a workload to the parallel POSH pipes. Software may use a singlecontext to submit work to the modified Render plus POSH pipeline throughits associated ring buffer. This interface also simplifies preemption.

POSH-based tiled deferred rendering uses a position only hardware pipeto sort the triangles to different tiles and create visibilityinformation for each tile in the position only shading pipe. After theentire render target worth of visibility information is calculated, thereplay pipe uses this visibility information and renders one tile attime.

Clipping in a three-dimensional (3D) graphics pipeline is generallyperformed to discard portions of the scene that lie outside of the viewfrustum. A clip stage examines the positions of the incoming verticesand performs the vertex clip test against the view frustum. The resultsof clip test of all vertices in an object determines how the object isprocessed further down the pipeline.

Objects that are completely outside the view volume are discarded ortrivially rejected (TR). Objects that are contained completely insidethe view volume remain unchanged and are directly sent down the pipelinefor further processing or Trivially Accepted (TA). Objects that areintersected by the view volume are sent to the Clip Processing stage sothat they can be split into primitives that only lie within the viewvolume, which operation is called the Must Clip Operation (MC).

FIG. 1 shows a position only shader based graphics processing unitaccording to one embodiment. A POSH implementation takes care of markingtriangles that are completely outside view frustum (TR) as not visible.Triangles that are completely inside are further tested with each tilewindow to find if the particular triangle is visible per tile or not andcorrespondingly marked as visible or not visible per tile. Trianglesthat intersect the view frustum are generally treated as visible for alltiles as a final clipping operation has not been performed yet.

FIG. 1 shows a simplified block diagram of an architecture that has twogeometry pipes—the Cull Pipe 70 and the Replay Pipe 72. Both the pipesexecute different instances of the same application where each instancecan be working on a completely different draw call. The responsibilityof the Cull Pipe is to compute the visibility information of thetriangles whether the triangle is rejected or not. This information isstored in the Visibility Recording First In First Out (FIFO) 74 that inturn is consumed by the Replay Pipe for skipping the discardedtriangles. Moreover, the Cull Pipe generates this critical informationfaster by only fetching and shading the position attributes. In thisway, both the pipes work together to reduce the amount of work requiredfor the culled triangle sequences and also to skip them efficiently.

As shown in FIG. 1, the Cull Pipe is shallow as well as leaner whencompared to the Replay Pipe. It has a position-only vertex fetch(VF)-vertex shader (VS) stage 76 for shading the position attributesfollowed by the primitive assembly 77 and viewport frustum discard stage78 and the simple cull stage 80. The instruction set in the culling pipeonly includes those instructions needed for calculating positionattributes and does not have the instruction for calculating othershader attributes. This shallow pipeline computes the visibilityinformation for each triangle of a draw call and records thisinformation in a chronological order inside the visibility recordingFIFO.

The recorded information is kept as a bitwise sequence, for exampleusing 0 for the failing triangle and 1 for the passing triangle and,thus uses a small amount of storage area in some embodiments. The CullPipe may run at least one draw call ahead such that the Replay Pipe isnot starved for the visibility information. Usually, a 3D frame is madeup of varying numbers of render-passes that work on a givenrender-target(s). A frame ends in the composition phase where theintermediate information recorded in the render targets is blendedtogether to generate the final frame buffer.

Each render pass has an arbitrary number of draw calls that in turn isactually a collection of triangulated surfaces that define the shape ofthe object. Since the cull pipe avoids the rasterization as well as therendering of pixels for a draw call, it can run ahead and compute thevisibility information in a timely manner. However, if the informationfor a draw call is not available then the replay pipe may stall.Similarly, if there is no room in the visibility recording FIFO then thecull pipe may stall.

Usually, a 3D scene starts out as a collection of triangulated surfaceswhere vertices of the triangles define the shape of the object. Theseinput lists of vertices are fed to the vertex fetch (VF) unit 12 that inturn fetches the attributes associated with the vertices from memory 14.In vertex shader (VS) unit 16, the fetched attributes of the verticesare transformed using the programmable shaders. One can think of theseprogrammable shaders as subroutines that map vertices onto the screenand add special effects to the objects in a 3D environment by performingmathematical operations on their attributes. These shaders aredispatched to the thread processors—referred to as execution units(EUs)—where the attributes of vertices (like position, color,texture-coordinates etc.) are transformed and the computed values arestored in the local memory for reference by the subsequent pipe stages.

The output of the VS unit goes to the next pipeline stages, which arehull shader 17, tessellation 18, domain shader 19 and geometry shader 20if applicable or sent to the primitive assembly unit 22 where thetriangles are created. After creation of the triangles comes theclipping stage 24 where the triangles that are outside the viewportfrustum, as determined in the viewport frustum discard 23, arediscarded. On the other hand, the triangles that are within the planesof the viewport frustum are accepted and sent to the subsequent pipestages. Moreover, the clipping stage can also clip the triangles thatintersect with the planes of the view frustum.

The triangles that survived the viewport frustum discard 23 are yetagain examined by the simple cull stage 26 to confirm whether thetriangle will be part of the final image or not, and the objects thatfail these tests are thrown away. For example, the back facing,degenerate, zero area etc. triangles are discarded in this stage. Forsome applications, more than about 80% of the triangles are discardedeither by the viewport frustum or simple cull stage. Finally, thepassing triangles are sent to the setup and rasterization units 28 and30.

The second part of the baseline architecture is the pixel pipe thatcontains the rasterization 30, depth 32, the shading and texture 33 andcolor blend 34. The pixel pipe begins with the rasterization unit 30that determines the location of all the pixels that either lie inside oron the edges of the triangles sent by the geometry pipe. Further, itdivides the triangles into symmetrical blocks of pixels that are sent tothe depth (Z) pipe 32 for depth test. As multiple objects in the 3Dscene can map to the same position, the depth pipe determines whetherthe pixels embedded in the block are closest to the observer or arehidden by the previously observed pixels belonging to a differentobject. The pixels that pass the depth tests are shaded (shading andtexture 33) for determining their color and other attributes related tothem. Finally, the computed values of the pixels are sent to the colorpipe 34 that can either optionally blend the computed values with thepreviously known states or send them to update the frame buffer.

Referring to FIG. 2, software (SW) 60 separates command sequences foreach pipe 66 or 68 to enable the POSH pipe 66 to run ahead of the Renderpipe 68. Infrastructure is provided to synchronize the two pipes (whenrequired) through software inserted commands. The POSH command streamer(POCS) 64 also manages the “parallel state” for the POSH pipeline sothat a traditional rendering pipeline can continue making progress.

The Render plus POSH pipeline 63 may be a single monolithic enginewithout changes to the software scheduler, removing the complexity andthe latencies involved in scheduling. Once a context is submitted to therender engine, both POSH and render engine execute in parallel,resulting in a POSH output consumed by the render engine. The POSHhardware pipeline 66 is built as an assist to an existing renderpipeline 68 which can be configured to be enabled or disabledhierarchically based on the workload requirements at a context level,command buffer level or primitive level.

A context submitted to a render engine exercising POSH functionality iscalled “POSH Enabled” context. A graphics driver may decide if a contextis POSH Enabled at the time of context creation. A context may beindicated as POSH Enabled to hardware by setting a “POSH Enable” bit ina register of render engine. Software allocates additional separatememory space, POSH LRCA 86, for the POSH Enabled contexts. A POSH pipemay use the POSH LRCA memory space for its context state management.

Workload to hardware is submitted at context granularity. A contextdescriptor is submitted as a submission which is an pointer to memorywhich has all the details regarding the context that is required forhardware to execute the context. The render ring context 72 is part ofthe context image that has information regarding the memory setup forthe context memory access. The render ring context also has the register86 that states if a context is POSH enable or not. The render ringcontext also has the details of the ring buffer 56 which is the primarymeans for submitting commands and command buffers for a context forexecution.

Render PPHWSP 74 and POSH PPHWSP 85 are scratch spaces for software andhardware usage. They are primarily used by hardware to report statisticsof the context. Software uses this space for reporting fence values fromtime to time.

The POSH ring context 89 is part of the context that has the details ofthe ring buffer which is the primary means for submitting commands andcommand buffers for a context for execution. Both RCS and POCS share thesame ring buffer 56. The ring buffer is a circular storage managed usinghead pointers 88/90 and tail pointer 92 to indicate where in softwarethe commands for hardware execute. Software programs commands in to ringbuffer and updates the tail pointer indicating the location of the lastinstruction to be executed. Hardware executes commands starting from thehead pointer and keeps executing instructions until it reaches the tailpointer. Whenever hardware makes forward progress it increments the headpointer indicating the progress it has made. Even though POCS and RCSshare the same ring buffer and the tail pointer, they have their owncopy of head pointer as each of them is executing at their own paceasynchronously to each other. The RCS head pointer 88 is the headpointer of RCS. The POCS head pointer 90 is the head pointer of POCS.

A workload is submitted on context granularity to RCS (implies to POCS).Context can get switched out due to various reasons (semaphore waits,wait for display events or preemption from software). When a contextgets switched out, its current state needs to be saved to POSH enginecontext 91 or render engine context 93 so that when resubmitted it canrestore and resume form the place it has left off. However hardwaresupports infrastructure wherein both POCS and RCS can have their ownindependent ring buffers.

A context submission model may be visualized as a context submitted toRender Command Streamer (RCS) 62, which is part of the hardware frontend 63 of the render engine. The hardware front end is responsible forgetting commands, setting states for the pipeline, restoring states andsending commands down the pipeline. The RCS sets up the contextdefinition in hardware and triggers the POSH pipe to execute the POSHEnabled context, resulting in execution of the same ring buffer by therender pipe and the POSH pipe in parallel.

The POSH pipe has its own command streamer called POCS (POSH CommandStreamer) 64. Similarly when the context is switched out on the renderpipe, for example, due to Wait For Event, Semaphore Wait or Preemptiondue to pending context, RCS ensures that the POSH pipe is preempted andits corresponding logic state is saved by POCS.

The software 60 is only directly connected to the RCS. It is onlyconnected to the POCS through the RCS in one embodiment.

While POCS and RCS execute the same ring buffer 56, the executions ofthe same ring buffer by POCS and RCS are asynchronous to each other.Software 60 may ensure that POCS and RCS are synchronized throughsemaphores is one example. Software may provide independent commandbuffers (batch buffers) to be executed by RCS and POCS.

Each of the two engines, the render pipeline and the POSH pipeline, hasits own state, called the logical ring context (LRC), which is a logicalstate of the engine.

The RCS has a pointer 87 to the POSH logical ring context address (LRCA)86. POSH LRCA 86 is pointing to the start of POSH PPHWSP 85. Each enginemay independently set the place where commands are stored, the startingpointers and the state of the engines. The logical ring context addressis a virtual address for every context. Each of the engines has aspecial state to start the engine operation. Each engine gets initialstates from the RCS. The RCS knows where the POSH is enabled.

The POCS is a slave to the RCS. The POCS is triggered by the RCS andthen it gets its own state and starts operating.

The ring buffer 56 is where commands are programmed for both engines.There is a command buffer in the ring buffer. Two different sets ofcommand executions are sent from the ring buffer. Both command streamersget their states from the LRC in memory 50. Both command streamersprocess the same operations at their own pace in parallel. Howeverexecution of the ring buffer results in two different sets of commandsequences. Context can be configured for each of the RCS and POCS tohave its own ring buffer.

Within the ring buffer there are indirection pointers. The first levelbatch buffer start (BBS) indicates a direction to follow from the ringbuffer to execute commands elsewhere in memory. Within the batch bufferthere is more indirection which goes to a second level batch buffer andfinally to a second level batch buffer end (BBE). Then the flow returnsback to the first level batch buffer.

Batch buffer ends (BBEs) indicate to stop and go back to the previouslevel from which the flow got the batch buffer address (BBA). Then goingforward, a batch buffer start (BBS) is defined which results in commandsignals.

The ring buffer command streamer renders command streamer commandspacked by the software. The ring buffer is executed by the RCS.

Two bits in batch buffers indicate one of POSH Enable and POSH Start.POSH Enable is a hint to a portion of the command streamer indicatingthe command sequence from a particular indirection pointer. Thisindirection pointer has commands that are meant to be executed by a POSHportion of the command streamer. POSH Start commands from thisindirection pointer are meant to be executed by POSH. POSH Start tellsthe render command streamer the command sequence should not be executedby the RCS.

FIG. 3 is a flow chart for render command processing. The sequence shownin FIG. 3 may be implemented in software, firmware and/or hardware. Insoftware and firmware embodiments, it may be implemented by computerexecuted instructions stored in one or more non-transitory computerreadable media such as magnetic, optical or semiconductor storages. Forexample, the instruction may be stored in a graphics processing unit orstored in a storage associated with the graphics processing unit, as twoexamples.

The POSH Start Command Buffer is a dedicated Command Buffer (Batchbuffers) to be executed by the POSH pipe, indicated by setting the field“POSH Start” in the MI_BATCH_BUFFER_START command header. Once “POSHStart” is set in a batch buffer all the following chained batch buffersand next level batch buffers implicitly inherit the “POSH Start” fieldvalue. Once “POSH Start” is set in a batch buffer, all the followingcommand sequences are to be executed by POCS until the correspondingbatch buffer sequencing is terminated through a batch end command. RCS,on parsing MI_BATCH_BUFFER_START command with “POSH Start” enabled, nooperates (NOOPS) the command and moves on to the following command.

Initially a command is fetched from the ring buffer as indicated inblock 94. Next, at diamond 96, the flow determines whether theMI_BATCH_BUFFER_START command is found in the command header. If so, acheck at diamond 98 determines whether POSH Start is set in theMI_BATCH_BUFFER_START command header. If so, then there is a nooperation (NOOP) as indicated at block 100. A check at diamond 102determines whether this is the last command. If so, the flow ends andotherwise the flow iterates.

If the check at diamond 98 indicates that POSH Start is not set, thenrender command processing is implemented beginning with processingMI_BATCH_BUFFER_START command at block 106. A check at diamond 108determines whether the batch buffer next level and batch buffer validare set in the MI_BATCH_BUFFER_START command header. If so, in block110, a batch buffer start address is pushed onto the stack with relatedstates as indicated in block 110. Then the flow returns to block 114. Inblock 114 the new batch buffer start address is sampled and batch buffervalid is set.

At block 116, a command is fetched from the batch buffer. A check atdiamond 118 determines if it is a batch start command. If so, in diamond128, a check determines whether POSH Start is set in theMI_BATCH_BUFFER_START command header. If not, the flow goes back toblock 106. Otherwise, the flow goes to no operation block 130 and thenreturns to block 116.

Next a check at diamond 120 determines whether a batch end command hasbeen indicated. If not, the command is executed in block 124 and theflow returns to block 116.

However, if that batch end command has been indicated, then a check atdiamond 122 determines whether it is a stack empty. For the very firstbatch buffer processing, batch end stack will be empty. Take a casewherein a Batch Buffer start command with next level is set processedwithin a batch buffer, the current execution pointer is saved (pushed onto stack) and jumps to the new location pointed to. In the nextexecution sequence when the batch end is encountered, hardware knows,based on the stack status, if it has to go back to previous pendingpoint or to the ring buffer.

In FIG. 5, when execution flow goes from first level batch buffer tosecond level batch buffer, an execution pointer of first level is pushedon to stack. Similarly whenever execution goes from second level batchbuffer to third level batch buffer and to fourth level batch buffer, theexecution pointers of second and third level batch buffers are pushed onto stack. When batch end is executed at any point, it means, get thelatest value on the stack which holds the back tracking path. If thecheck at diamond 122 indicates empty, the batch buffer valid indicationis reset in block 124. Otherwise, the stack is popped to update thebatch buffer fetch address and related state in block 112 and then theflow returns to block 114.

POSH Enable Command Buffers are as follows. POCS parses/traverses (doesnot execute) the ring buffer to look for batch buffers programmed with“POSH Start” field set. The “POSH Enable” field in theMI_BATCH_BUFFER_START command is a hint to POCS to traverse (parse, donot execute) the batch buffer to look for “POSH Start” batch buffers.The “POSH Enable” field is only inherited to the chained batch bufferand does not get inherited to the next level batch buffers, unlike the“POSH Start” field. The “POSH Enable” field is explicitly set in theMI_BATCH_BUFFER_START command which calls the next level batch buffersin order for the POCS to parse them to look for “POSH Start” batchbuffers. “POSH Start” field takes precedence over the “POSH Enable”field in POCS. RCS ignores the “POSH Enable” field and has noimplications due to the “POSH Enable” field set in theMI_BATCH_BUFFER_START command.

The POSH Ring Buffer operates as follows. The position only shadercommand streamer (POCS) and the render command streamer (RCS) share thesame ring buffer. POCS parses the ring buffer to look for batch buffersstart commands with “POSH Enable” or “POSH Start” fields set. It doesnot execute any commands programmed in the ring buffer. POCS and RCSexecuting the same ring buffer results in two different commandsequences based on the “POSH Start” and “POSH Enable” fields programmedin various batch buffers (where BB stands for batch buffer).

The table below summarizes the “POSH Start” and “POSH Enable” batchbuffer flags inherited across chained and nested (next level, firstlevel to second level and to third level) batch buffers (where BB standsfor “batch buffer”).

BB Flag/BB Type Nested Chained POSH Enable Not inherited Inherited POSHStart Inherited Inherited

The table below summarizes the POCS and RCS command parser behavior onseeing “POSH Enable” and “POSH Start” flags set (where CS stands forcommand streamer):

BB Flags/CS PCS RCS None Dropped Executes POSH Enable Parses ExecutesPOSH Start Executes Dropped Both Executes Dropped

FIGS. 4A and 4B show POSH command processing according to oneembodiment. The sequence shown in FIGS. 4A and 4B may be implemented insoftware, firmware and/or hardware. In software and firmwareembodiments, it may be implemented by computer executed instructionsstored in one or more non-transitory computer readable media such asmagnetic, optical or semiconductor storages. For example, theinstruction may be stored in a graphics processing unit or stored in astorage associated with the graphics processing unit, as two examples.

In FIG. 4A steps 94, 96, 98, 100, 102 and 104 are the same as alreadydescribed in connection with FIG. 3. However, in FIG. 4A if a POSH Startor POSH Enable is set in MI_BATCH_BUFFER_START command, the flowcontinues as previously but, if that is not the case, then the flow goesto the POSH command processing in FIG. 4B.

First, the process MI_BATCH_BUFFER_START command is run in block 131(FIG. 4B). Next, a check at diamond 132 determines whether POSH Enableis set in the MI_BATCH_BUFFER_START command. If so, the POSH Start flagis set as indicated in block 134.

If not, then a check at diamond 135 determines if POSH Start Sent is setin MI_BATCH_BUFFER_START. If so, the POSH Enable flag is set in block136. If not, a check at diamond 137 determines whether the batch buffernext level is set in MI_BATCH_BUFFER_START command and the batch buffervalid is set. If so, the flow goes to block 140 in FIG. 4A. The batchbuffer fetch address is pushed and the POSH Start flag and POSH Enableflag are pushed to the stack. The flow then returns to block 142 ineither case from FIG. 4A or from block 138. Next, a check at diamond 144determines is it a batch buffer start command. If not, a check atdiamond 146 determines whether it is a batch end command.

If not, a check at diamond 148 determines whether POSH Start flag isequal to one. If so, the command is executed at 150 and otherwise a nooperation is done at block 152 and the flow returns to block 142. Then,the POSH Enable flag and the POSH Start flag are reset in block 154(FIG. 4B).

Next, a check at diamond 156 determines whether it is a stack empty. Ifso, the batch buffer valid is reset at 158 and otherwise the flow goesto block 161 (FIG. 4A) to pop the stack to update the batch buffer fetchaddress, POSH Start flag and POSH Enable flag. Then the flow goes backto block 142 (FIG. 4B).

If it is a batch start command at diamond 144, the flow goes to diamond160. It checks whether the POSH Enable is set in theMI_BATCH_BUFFER_START command. If so, the POSH Enable flag is set inblock 162.

If POSH Enable was found not to be set at diamond 160, a check atdiamond 164 determines if POSH Start is set in MI_BATCH_BUFFER_STARTcommand or the POSH Start flag equals one. If so, set the POSH Startflag at block 166. If not, go to diamond block 168. Check whether thePOSH Start flag or the POSH Enable flag is equal zero. If so, go to theNOOP 170 and back to block 142. If not, the flow goes back to block 131.

A mechanism runs two interdependent engines in parallel that look like asingle monolithic engine to software scheduler. They provide flexibilityto software to use a single ring buffer to submit command buffers toboth POSH and RCS in an optimal way in some embodiments. It also allowssoftware control over how far ahead POSH pipe may be enabled andsynchronization hooks between the two executing pipes may be provided.

The techniques described herein with respect to an embodiment involvinga position only shader and a render engine may be applied more generallyto any slave engine, such as a position only shader, running in a pipeparallel to a main engine's pipe, where the slave engine runs ahead ofthe main engine.

FIG. 6 is a block diagram of a processing system 100, according to anembodiment. In various embodiments the system 100 includes one or moreprocessors 102 and one or more graphics processors 108, and may be asingle processor desktop system, a multiprocessor workstation system, ora server system having a large number of processors 102 or processorcores 107. In on embodiment, the system 100 is a processing platformincorporated within a system-on-a-chip (SoC) integrated circuit for usein mobile, handheld, or embedded devices.

An embodiment of system 100 can include, or be incorporated within aserver-based gaming platform, a game console, including a game and mediaconsole, a mobile gaming console, a handheld game console, or an onlinegame console. In some embodiments system 100 is a mobile phone, smartphone, tablet computing device or mobile Internet device. Dataprocessing system 100 can also include, couple with, or be integratedwithin a wearable device, such as a smart watch wearable device, smarteyewear device, augmented reality device, or virtual reality device. Insome embodiments, data processing system 100 is a television or set topbox device having one or more processors 102 and a graphical interfacegenerated by one or more graphics processors 108.

In some embodiments, the one or more processors 102 each include one ormore processor cores 107 to process instructions which, when executed,perform operations for system and user software. In some embodiments,each of the one or more processor cores 107 is configured to process aspecific instruction set 109. In some embodiments, instruction set 109may facilitate Complex Instruction Set Computing (CISC), ReducedInstruction Set Computing (RISC), or computing via a Very LongInstruction Word (VLIW). Multiple processor cores 107 may each process adifferent instruction set 109, which may include instructions tofacilitate the emulation of other instruction sets. Processor core 107may also include other processing devices, such a Digital SignalProcessor (DSP).

In some embodiments, the processor 102 includes cache memory 104.Depending on the architecture, the processor 102 can have a singleinternal cache or multiple levels of internal cache. In someembodiments, the cache memory is shared among various components of theprocessor 102. In some embodiments, the processor 102 also uses anexternal cache (e.g., a Level-3 (L3) cache or Last Level Cache (LLC))(not shown), which may be shared among processor cores 107 using knowncache coherency techniques. A register file 106 is additionally includedin processor 102 which may include different types of registers forstoring different types of data (e.g., integer registers, floating pointregisters, status registers, and an instruction pointer register). Someregisters may be general-purpose registers, while other registers may bespecific to the design of the processor 102.

In some embodiments, processor 102 is coupled to a processor bus 110 totransmit communication signals such as address, data, or control signalsbetween processor 102 and other components in system 100. In oneembodiment the system 100 uses an exemplary ‘hub’ system architecture,including a memory controller hub 116 and an Input Output (I/O)controller hub 130. A memory controller hub 116 facilitatescommunication between a memory device and other components of system100, while an I/O Controller Hub (ICH) 130 provides connections to I/Odevices via a local I/O bus. In one embodiment, the logic of the memorycontroller hub 116 is integrated within the processor.

Memory device 120 can be a dynamic random access memory (DRAM) device, astatic random access memory (SRAM) device, flash memory device,phase-change memory device, or some other memory device having suitableperformance to serve as process memory. In one embodiment the memorydevice 120 can operate as system memory for the system 100, to storedata 122 and instructions 121 for use when the one or more processors102 executes an application or process. Memory controller hub 116 alsocouples with an optional external graphics processor 112, which maycommunicate with the one or more graphics processors 108 in processors102 to perform graphics and media operations.

In some embodiments, ICH 130 enables peripherals to connect to memorydevice 120 and processor 102 via a high-speed I/O bus. The I/Operipherals include, but are not limited to, an audio controller 146, afirmware interface 128, a wireless transceiver 126 (e.g., Wi-Fi,Bluetooth), a data storage device 124 (e.g., hard disk drive, flashmemory, etc.), and a legacy I/O controller 140 for coupling legacy(e.g., Personal System 2 (PS/2)) devices to the system. One or moreUniversal Serial Bus (USB) controllers 142 connect input devices, suchas keyboard and mouse 144 combinations. A network controller 134 mayalso couple to ICH 130. In some embodiments, a high-performance networkcontroller (not shown) couples to processor bus 110. It will beappreciated that the system 100 shown is exemplary and not limiting, asother types of data processing systems that are differently configuredmay also be used. For example, the I/O controller hub 130 may beintegrated within the one or more processor 102, or the memorycontroller hub 116 and I/O controller hub 130 may be integrated into adiscreet external graphics processor, such as the external graphicsprocessor 112.

FIG. 7 is a block diagram of an embodiment of a processor 200 having oneor more processor cores 202A-202N, an integrated memory controller 214,and an integrated graphics processor 208. Those elements of FIG. 7having the same reference numbers (or names) as the elements of anyother figure herein can operate or function in any manner similar tothat described elsewhere herein, but are not limited to such. Processor200 can include additional cores up to and including additional core202N represented by the dashed lined boxes. Each of processor cores202A-202N includes one or more internal cache units 204A-204N. In someembodiments each processor core also has access to one or more sharedcached units 206.

The internal cache units 204A-204N and shared cache units 206 representa cache memory hierarchy within the processor 200. The cache memoryhierarchy may include at least one level of instruction and data cachewithin each processor core and one or more levels of shared mid-levelcache, such as a Level 2 (L2), Level 3 (L3), Level 4 (L4), or otherlevels of cache, where the highest level of cache before external memoryis classified as the LLC. In some embodiments, cache coherency logicmaintains coherency between the various cache units 206 and 204A-204N.

In some embodiments, processor 200 may also include a set of one or morebus controller units 216 and a system agent core 210. The one or morebus controller units 216 manage a set of peripheral buses, such as oneor more Peripheral Component Interconnect buses (e.g., PCI, PCIExpress). System agent core 210 provides management functionality forthe various processor components. In some embodiments, system agent core210 includes one or more integrated memory controllers 214 to manageaccess to various external memory devices (not shown).

In some embodiments, one or more of the processor cores 202A-202Ninclude support for simultaneous multi-threading. In such embodiment,the system agent core 210 includes components for coordinating andoperating cores 202A-202N during multi-threaded processing. System agentcore 210 may additionally include a power control unit (PCU), whichincludes logic and components to regulate the power state of processorcores 202A-202N and graphics processor 208.

In some embodiments, processor 200 additionally includes graphicsprocessor 208 to execute graphics processing operations. In someembodiments, the graphics processor 208 couples with the set of sharedcache units 206, and the system agent core 210, including the one ormore integrated memory controllers 214. In some embodiments, a displaycontroller 211 is coupled with the graphics processor 208 to drivegraphics processor output to one or more coupled displays. In someembodiments, display controller 211 may be a separate module coupledwith the graphics processor via at least one interconnect, or may beintegrated within the graphics processor 208 or system agent core 210.

In some embodiments, a ring based interconnect unit 212 is used tocouple the internal components of the processor 200. However, analternative interconnect unit may be used, such as a point-to-pointinterconnect, a switched interconnect, or other techniques, includingtechniques well known in the art. In some embodiments, graphicsprocessor 208 couples with the ring interconnect 212 via an I/O link213.

The exemplary I/O link 213 represents at least one of multiple varietiesof I/O interconnects, including an on package I/O interconnect whichfacilitates communication between various processor components and ahigh-performance embedded memory module 218, such as an eDRAM module. Insome embodiments, each of the processor cores 202-202N and graphicsprocessor 208 use embedded memory modules 218 as a shared Last LevelCache.

In some embodiments, processor cores 202A-202N are homogenous coresexecuting the same instruction set architecture. In another embodiment,processor cores 202A-202N are heterogeneous in terms of instruction setarchitecture (ISA), where one or more of processor cores 202A-N executea first instruction set, while at least one of the other cores executesa subset of the first instruction set or a different instruction set. Inone embodiment processor cores 202A-202N are heterogeneous in terms ofmicroarchitecture, where one or more cores having a relatively higherpower consumption couple with one or more power cores having a lowerpower consumption. Additionally, processor 200 can be implemented on oneor more chips or as an SoC integrated circuit having the illustratedcomponents, in addition to other components.

FIG. 8 is a block diagram of a graphics processor 300, which may be adiscrete graphics processing unit, or may be a graphics processorintegrated with a plurality of processing cores. In some embodiments,the graphics processor communicates via a memory mapped I/O interface toregisters on the graphics processor and with commands placed into theprocessor memory. In some embodiments, graphics processor 300 includes amemory interface 314 to access memory. Memory interface 314 can be aninterface to local memory, one or more internal caches, one or moreshared external caches, and/or to system memory.

In some embodiments, graphics processor 300 also includes a displaycontroller 302 to drive display output data to a display device 320.Display controller 302 includes hardware for one or more overlay planesfor the display and composition of multiple layers of video or userinterface elements. In some embodiments, graphics processor 300 includesa video codec engine 306 to encode, decode, or transcode media to, from,or between one or more media encoding formats, including, but notlimited to Moving Picture Experts Group (MPEG) formats such as MPEG-2,Advanced Video Coding (AVC) formats such as H.264/MPEG-4 AVC, as well asthe Society of Motion Picture & Television Engineers (SMPTE) 421 M/VC-1,and Joint Photographic Experts Group (JPEG) formats such as JPEG, andMotion JPEG (MJPEG) formats.

In some embodiments, graphics processor 300 includes a block imagetransfer (BLIT) engine 304 to perform two-dimensional (2D) rasterizeroperations including, for example, bit-boundary block transfers.However, in one embodiment, 2D graphics operations are performed usingone or more components of graphics processing engine (GPE) 310. In someembodiments, graphics processing engine 310 is a compute engine forperforming graphics operations, including three-dimensional (3D)graphics operations and media operations.

In some embodiments, GPE 310 includes a 3D pipeline 312 for performing3D operations, such as rendering three-dimensional images and scenesusing processing functions that act upon 3D primitive shapes (e.g.,rectangle, triangle, etc.). The 3D pipeline 312 includes programmableand fixed function elements that perform various tasks within theelement and/or spawn execution threads to a 3D/Media sub-system 315.While 3D pipeline 312 can be used to perform media operations, anembodiment of GPE 310 also includes a media pipeline 316 that isspecifically used to perform media operations, such as videopost-processing and image enhancement.

In some embodiments, media pipeline 316 includes fixed function orprogrammable logic units to perform one or more specialized mediaoperations, such as video decode acceleration, video de-interlacing, andvideo encode acceleration in place of, or on behalf of video codecengine 306. In some embodiments, media pipeline 316 additionallyincludes a thread spawning unit to spawn threads for execution on3D/Media sub-system 315. The spawned threads perform computations forthe media operations on one or more graphics execution units included in3D/Media sub-system 315.

In some embodiments, 3D/Media subsystem 315 includes logic for executingthreads spawned by 3D pipeline 312 and media pipeline 316. In oneembodiment, the pipelines send thread execution requests to 3D/Mediasubsystem 315, which includes thread dispatch logic for arbitrating anddispatching the various requests to available thread executionresources. The execution resources include an array of graphicsexecution units to process the 3D and media threads. In someembodiments, 3D/Media subsystem 315 includes one or more internal cachesfor thread instructions and data. In some embodiments, the subsystemalso includes shared memory, including registers and addressable memory,to share data between threads and to store output data.

FIG. 9 is a block diagram of a graphics processing engine 410 of agraphics processor in accordance with some embodiments. In oneembodiment, the GPE 410 is a version of the GPE 310 shown in FIG. 8.Elements of FIG. 9 having the same reference numbers (or names) as theelements of any other figure herein can operate or function in anymanner similar to that described elsewhere herein, but are not limitedto such.

In some embodiments, GPE 410 couples with a command streamer 403, whichprovides a command stream to the GPE 3D and media pipelines 412, 416. Insome embodiments, command streamer 403 is coupled to memory, which canbe system memory, or one or more of internal cache memory and sharedcache memory. In some embodiments, command streamer 403 receivescommands from the memory and sends the commands to 3D pipeline 412and/or media pipeline 416. The commands are directives fetched from aring buffer, which stores commands for the 3D and media pipelines 412,416. In one embodiment, the ring buffer can additionally include batchcommand buffers storing batches of multiple commands. The 3D and mediapipelines 412, 416 process the commands by performing operations vialogic within the respective pipelines or by dispatching one or moreexecution threads to an execution unit array 414. In some embodiments,execution unit array 414 is scalable, such that the array includes avariable number of execution units based on the target power andperformance level of GPE 410.

In some embodiments, a sampling engine 430 couples with memory (e.g.,cache memory or system memory) and execution unit array 414. In someembodiments, sampling engine 430 provides a memory access mechanism forexecution unit array 414 that allows execution array 414 to readgraphics and media data from memory. In some embodiments, samplingengine 430 includes logic to perform specialized image samplingoperations for media.

In some embodiments, the specialized media sampling logic in samplingengine 430 includes a de-noise/de-interlace module 432, a motionestimation module 434, and an image scaling and filtering module 436. Insome embodiments, de-noise/de-interlace module 432 includes logic toperform one or more of a de-noise or a de-interlace algorithm on decodedvideo data. The de-interlace logic combines alternating fields ofinterlaced video content into a single fame of video. The de-noise logicreduces or removes data noise from video and image data. In someembodiments, the de-noise logic and de-interlace logic are motionadaptive and use spatial or temporal filtering based on the amount ofmotion detected in the video data. In some embodiments, thede-noise/de-interlace module 432 includes dedicated motion detectionlogic (e.g., within the motion estimation engine 434).

In some embodiments, motion estimation engine 434 provides hardwareacceleration for video operations by performing video accelerationfunctions such as motion vector estimation and prediction on video data.The motion estimation engine determines motion vectors that describe thetransformation of image data between successive video frames. In someembodiments, a graphics processor media codec uses video motionestimation engine 434 to perform operations on video at the macro-blocklevel that may otherwise be too computationally intensive to performwith a general-purpose processor. In some embodiments, motion estimationengine 434 is generally available to graphics processor components toassist with video decode and processing functions that are sensitive oradaptive to the direction or magnitude of the motion within video data.

In some embodiments, image scaling and filtering module 436 performsimage-processing operations to enhance the visual quality of generatedimages and video. In some embodiments, scaling and filtering module 436processes image and video data during the sampling operation beforeproviding the data to execution unit array 414.

In some embodiments, the GPE 410 includes a data port 444, whichprovides an additional mechanism for graphics subsystems to accessmemory. In some embodiments, data port 444 facilitates memory access foroperations including render target writes, constant buffer reads,scratch memory space reads/writes, and media surface accesses. In someembodiments, data port 444 includes cache memory space to cache accessesto memory. The cache memory can be a single data cache or separated intomultiple caches for the multiple subsystems that access memory via thedata port (e.g., a render buffer cache, a constant buffer cache, etc.).In some embodiments, threads executing on an execution unit in executionunit array 414 communicate with the data port by exchanging messages viaa data distribution interconnect that couples each of the sub-systems ofGPE 410.

FIG. 10 is a block diagram of another embodiment of a graphics processor500. Elements of FIG. 10 having the same reference numbers (or names) asthe elements of any other figure herein can operate or function in anymanner similar to that described elsewhere herein, but are not limitedto such.

In some embodiments, graphics processor 500 includes a ring interconnect502, a pipeline front-end 504, a media engine 537, and graphics cores580A-580N. In some embodiments, ring interconnect 502 couples thegraphics processor to other processing units, including other graphicsprocessors or one or more general-purpose processor cores. In someembodiments, the graphics processor is one of many processors integratedwithin a multi-core processing system.

In some embodiments, graphics processor 500 receives batches of commandsvia ring interconnect 502. The incoming commands are interpreted by acommand streamer 503 in the pipeline front-end 504. In some embodiments,graphics processor 500 includes scalable execution logic to perform 3Dgeometry processing and media processing via the graphics core(s)580A-580N. For 3D geometry processing commands, command streamer 503supplies commands to geometry pipeline 536. For at least some mediaprocessing commands, command streamer 503 supplies the commands to avideo front end 534, which couples with a media engine 537. In someembodiments, media engine 537 includes a Video Quality Engine (VQE) 530for video and image post-processing and a multi-format encode/decode(MFX) 533 engine to provide hardware-accelerated media data encode anddecode. In some embodiments, geometry pipeline 536 and media engine 537each generate execution threads for the thread execution resourcesprovided by at least one graphics core 580A.

In some embodiments, graphics processor 500 includes scalable threadexecution resources featuring modular cores 580A-580N (sometimesreferred to as core slices), each having multiple sub-cores 550A-550N,560A-560N (sometimes referred to as core sub-slices). In someembodiments, graphics processor 500 can have any number of graphicscores 580A through 580N. In some embodiments, graphics processor 500includes a graphics core 580A having at least a first sub-core 550A anda second core sub-core 560A. In other embodiments, the graphicsprocessor is a low power processor with a single sub-core (e.g., 550A).In some embodiments, graphics processor 500 includes multiple graphicscores 580A-580N, each including a set of first sub-cores 550A-550N and aset of second sub-cores 560A-560N. Each sub-core in the set of firstsub-cores 550A-550N includes at least a first set of execution units552A-552N and media/texture samplers 554A-554N. Each sub-core in the setof second sub-cores 560A-560N includes at least a second set ofexecution units 562A-562N and samplers 564A-564N. In some embodiments,each sub-core 550A-550N, 560A-560N shares a set of shared resources570A-570N. In some embodiments, the shared resources include sharedcache memory and pixel operation logic. Other shared resources may alsobe included in the various embodiments of the graphics processor.

FIG. 11 illustrates thread execution logic 600 including an array ofprocessing elements employed in some embodiments of a GPE. Elements ofFIG. 11 having the same reference numbers (or names) as the elements ofany other figure herein can operate or function in any manner similar tothat described elsewhere herein, but are not limited to such.

In some embodiments, thread execution logic 600 includes a pixel shader602, a thread dispatcher 604, instruction cache 606, a scalableexecution unit array including a plurality of execution units 608A-608N,a sampler 610, a data cache 612, and a data port 614. In one embodimentthe included components are interconnected via an interconnect fabricthat links to each of the components. In some embodiments, threadexecution logic 600 includes one or more connections to memory, such assystem memory or cache memory, through one or more of instruction cache606, data port 614, sampler 610, and execution unit array 608A-608N. Insome embodiments, each execution unit (e.g. 608A) is an individualvector processor capable of executing multiple simultaneous threads andprocessing multiple data elements in parallel for each thread. In someembodiments, execution unit array 608A-608N includes any numberindividual execution units.

In some embodiments, execution unit array 608A-608N is primarily used toexecute “shader” programs. In some embodiments, the execution units inarray 608A-608N execute an instruction set that includes native supportfor many standard 3D graphics shader instructions, such that shaderprograms from graphics libraries (e.g., Direct 3D and OpenGL) areexecuted with a minimal translation. The execution units support vertexand geometry processing (e.g., vertex programs, geometry programs,vertex shaders), pixel processing (e.g., pixel shaders, fragmentshaders) and general-purpose processing (e.g., compute and mediashaders).

Each execution unit in execution unit array 608A-608N operates on arraysof data elements. The number of data elements is the “execution size,”or the number of channels for the instruction. An execution channel is alogical unit of execution for data element access, masking, and flowcontrol within instructions. The number of channels may be independentof the number of physical Arithmetic Logic Units (ALUs) or FloatingPoint Units (FPUs) for a particular graphics processor. In someembodiments, execution units 608A-608N support integer andfloating-point data types.

The execution unit instruction set includes single instruction multipledata (SIMD) instructions. The various data elements can be stored as apacked data type in a register and the execution unit will process thevarious elements based on the data size of the elements. For example,when operating on a 256-bit wide vector, the 256 bits of the vector arestored in a register and the execution unit operates on the vector asfour separate 64-bit packed data elements (Quad-Word (QW) size dataelements), eight separate 32-bit packed data elements (Double Word (DW)size data elements), sixteen separate 16-bit packed data elements (Word(W) size data elements), or thirty-two separate 8-bit data elements(byte (B) size data elements). However, different vector widths andregister sizes are possible.

One or more internal instruction caches (e.g., 606) are included in thethread execution logic 600 to cache thread instructions for theexecution units. In some embodiments, one or more data caches (e.g.,612) are included to cache thread data during thread execution. In someembodiments, sampler 610 is included to provide texture sampling for 3Doperations and media sampling for media operations. In some embodiments,sampler 610 includes specialized texture or media sampling functionalityto process texture or media data during the sampling process beforeproviding the sampled data to an execution unit.

During execution, the graphics and media pipelines send threadinitiation requests to thread execution logic 600 via thread spawningand dispatch logic. In some embodiments, thread execution logic 600includes a local thread dispatcher 604 that arbitrates thread initiationrequests from the graphics and media pipelines and instantiates therequested threads on one or more execution units 608A-608N. For example,the geometry pipeline (e.g., 536 of FIG. 10) dispatches vertexprocessing, tessellation, or geometry processing threads to threadexecution logic 600 (FIG. 11). In some embodiments, thread dispatcher604 can also process runtime thread spawning requests from the executingshader programs.

Once a group of geometric objects has been processed and rasterized intopixel data, pixel shader 602 is invoked to further compute outputinformation and cause results to be written to output surfaces (e.g.,color buffers, depth buffers, stencil buffers, etc.). In someembodiments, pixel shader 602 calculates the values of the variousvertex attributes that are to be interpolated across the rasterizedobject. In some embodiments, pixel shader 602 then executes anapplication programming interface (API)-supplied pixel shader program.To execute the pixel shader program, pixel shader 602 dispatches threadsto an execution unit (e.g., 608A) via thread dispatcher 604. In someembodiments, pixel shader 602 uses texture sampling logic in sampler 610to access texture data in texture maps stored in memory. Arithmeticoperations on the texture data and the input geometry data compute pixelcolor data for each geometric fragment, or discards one or more pixelsfrom further processing.

In some embodiments, the data port 614 provides a memory accessmechanism for the thread execution logic 600 output processed data tomemory for processing on a graphics processor output pipeline. In someembodiments, the data port 614 includes or couples to one or more cachememories (e.g., data cache 612) to cache data for memory access via thedata port.

FIG. 12 is a block diagram illustrating a graphics processor instructionformats 700 according to some embodiments. In one or more embodiment,the graphics processor execution units support an instruction set havinginstructions in multiple formats. The solid lined boxes illustrate thecomponents that are generally included in an execution unit instruction,while the dashed lines include components that are optional or that areonly included in a sub-set of the instructions. In some embodiments,instruction format 700 described and illustrated are macro-instructions,in that they are instructions supplied to the execution unit, as opposedto micro-operations resulting from instruction decode once theinstruction is processed.

In some embodiments, the graphics processor execution units nativelysupport instructions in a 128-bit format 710. A 64-bit compactedinstruction format 730 is available for some instructions based on theselected instruction, instruction options, and number of operands. Thenative 128-bit format 710 provides access to all instruction options,while some options and operations are restricted in the 64-bit format730. The native instructions available in the 64-bit format 730 vary byembodiment. In some embodiments, the instruction is compacted in partusing a set of index values in an index field 713. The execution unithardware references a set of compaction tables based on the index valuesand uses the compaction table outputs to reconstruct a nativeinstruction in the 128-bit format 710.

For each format, instruction opcode 712 defines the operation that theexecution unit is to perform. The execution units execute eachinstruction in parallel across the multiple data elements of eachoperand. For example, in response to an add instruction the executionunit performs a simultaneous add operation across each color channelrepresenting a texture element or picture element. By default, theexecution unit performs each instruction across all data channels of theoperands. In some embodiments, instruction control field 714 enablescontrol over certain execution options, such as channels selection(e.g., predication) and data channel order (e.g., swizzle). For 128-bitinstructions 710 an exec-size field 716 limits the number of datachannels that will be executed in parallel. In some embodiments,exec-size field 716 is not available for use in the 64-bit compactinstruction format 730.

Some execution unit instructions have up to three operands including twosource operands, src0 722, src1 722, and one destination 718. In someembodiments, the execution units support dual destination instructions,where one of the destinations is implied. Data manipulation instructionscan have a third source operand (e.g., SRC2 724), where the instructionopcode 712 determines the number of source operands. An instruction'slast source operand can be an immediate (e.g., hard-coded) value passedwith the instruction.

In some embodiments, the 128-bit instruction format 710 includes anaccess/address mode information 726 specifying, for example, whetherdirect register addressing mode or indirect register addressing mode isused. When direct register addressing mode is used, the register addressof one or more operands is directly provided by bits in the instruction710.

In some embodiments, the 128-bit instruction format 710 includes anaccess/address mode field 726, which specifies an address mode and/or anaccess mode for the instruction. In one embodiment the access mode todefine a data access alignment for the instruction. Some embodimentssupport access modes including a 16-byte aligned access mode and a1-byte aligned access mode, where the byte alignment of the access modedetermines the access alignment of the instruction operands. Forexample, when in a first mode, the instruction 710 may use byte-alignedaddressing for source and destination operands and when in a secondmode, the instruction 710 may use 16-byte-aligned addressing for allsource and destination operands.

In one embodiment, the address mode portion of the access/address modefield 726 determines whether the instruction is to use direct orindirect addressing. When direct register addressing mode is used bitsin the instruction 710 directly provide the register address of one ormore operands. When indirect register addressing mode is used, theregister address of one or more operands may be computed based on anaddress register value and an address immediate field in theinstruction.

In some embodiments instructions are grouped based on opcode 712bit-fields to simplify Opcode decode 740. For an 8-bit opcode, bits 4,5, and 6 allow the execution unit to determine the type of opcode. Theprecise opcode grouping shown is merely an example. In some embodiments,a move and logic opcode group 742 includes data movement and logicinstructions (e.g., move (mov), compare (cmp)). In some embodiments,move and logic group 742 shares the five most significant bits (MSB),where move (mov) instructions are in the form of 0000xxxxb and logicinstructions are in the form of 0001xxxxb. A flow control instructiongroup 744 (e.g., call, jump (jmp)) includes instructions in the form of0010xxxxb (e.g., 0x20). A miscellaneous instruction group 746 includes amix of instructions, including synchronization instructions (e.g., wait,send) in the form of 0011xxxxb (e.g., 0x30). A parallel math instructiongroup 748 includes component-wise arithmetic instructions (e.g., add,multiply (mul)) in the form of 0100xxxxb (e.g., 0x40). The parallel mathgroup 748 performs the arithmetic operations in parallel across datachannels. The vector math group 750 includes arithmetic instructions(e.g., dp4) in the form of 0101xxxxb (e.g., 0x50). The vector math groupperforms arithmetic such as dot product calculations on vector operands.

FIG. 13 is a block diagram of another embodiment of a graphics processor800. Elements of FIG. 13 having the same reference numbers (or names) asthe elements of any other figure herein can operate or function in anymanner similar to that described elsewhere herein, but are not limitedto such.

In some embodiments, graphics processor 800 includes a graphics pipeline820, a media pipeline 830, a display engine 840, thread execution logic850, and a render output pipeline 870. In some embodiments, graphicsprocessor 800 is a graphics processor within a multi-core processingsystem that includes one or more general purpose processing cores. Thegraphics processor is controlled by register writes to one or morecontrol registers (not shown) or via commands issued to graphicsprocessor 800 via a ring interconnect 802. In some embodiments, ringinterconnect 802 couples graphics processor 800 to other processingcomponents, such as other graphics processors or general-purposeprocessors. Commands from ring interconnect 802 are interpreted by acommand streamer 803, which supplies instructions to individualcomponents of graphics pipeline 820 or media pipeline 830.

In some embodiments, command streamer 803 directs the operation of avertex fetcher 805 that reads vertex data from memory and executesvertex-processing commands provided by command streamer 803. In someembodiments, vertex fetcher 805 provides vertex data to a vertex shader807, which performs coordinate space transformation and lightingoperations to each vertex. In some embodiments, vertex fetcher 805 andvertex shader 807 execute vertex-processing instructions by dispatchingexecution threads to execution units 852A, 852B via a thread dispatcher831.

In some embodiments, execution units 852A, 852B are an array of vectorprocessors having an instruction set for performing graphics and mediaoperations. In some embodiments, execution units 852A, 852B have anattached L1 cache 851 that is specific for each array or shared betweenthe arrays. The cache can be configured as a data cache, an instructioncache, or a single cache that is partitioned to contain data andinstructions in different partitions.

In some embodiments, graphics pipeline 820 includes tessellationcomponents to perform hardware-accelerated tessellation of 3D objects.In some embodiments, a programmable hull shader 811 configures thetessellation operations. A programmable domain shader 817 providesback-end evaluation of tessellation output. A tessellator 813 operatesat the direction of hull shader 811 and contains special purpose logicto generate a set of detailed geometric objects based on a coarsegeometric model that is provided as input to graphics pipeline 820. Insome embodiments, if tessellation is not used, tessellation components811, 813, 817 can be bypassed.

In some embodiments, complete geometric objects can be processed by ageometry shader 819 via one or more threads dispatched to executionunits 852A, 852B, or can proceed directly to the clipper 829. In someembodiments, the geometry shader operates on entire geometric objects,rather than vertices or patches of vertices as in previous stages of thegraphics pipeline. If the tessellation is disabled the geometry shader819 receives input from the vertex shader 807. In some embodiments,geometry shader 819 is programmable by a geometry shader program toperform geometry tessellation if the tessellation units are disabled.

Before rasterization, a clipper 829 processes vertex data. The clipper829 may be a fixed function clipper or a programmable clipper havingclipping and geometry shader functions. In some embodiments, arasterizer/depth 873 in the render output pipeline 870 dispatches pixelshaders to convert the geometric objects into their per pixelrepresentations. In some embodiments, pixel shader logic is included inthread execution logic 850. In some embodiments, an application canbypass the rasterizer 873 and access un-rasterized vertex data via astream out unit 823.

The graphics processor 800 has an interconnect bus, interconnect fabric,or some other interconnect mechanism that allows data and messagepassing amongst the major components of the processor. In someembodiments, execution units 852A, 852B and associated cache(s) 851,texture and media sampler 854, and texture/sampler cache 858interconnect via a data port 856 to perform memory access andcommunicate with render output pipeline components of the processor. Insome embodiments, sampler 854, caches 851, 858 and execution units 852A,852B each have separate memory access paths.

In some embodiments, render output pipeline 870 contains a rasterizerand depth test component 873 that converts vertex-based objects into anassociated pixel-based representation. In some embodiments, therasterizer logic includes a windower/masker unit to perform fixedfunction triangle and line rasterization. An associated render cache 878and depth cache 879 are also available in some embodiments. A pixeloperations component 877 performs pixel-based operations on the data,though in some instances, pixel operations associated with 2D operations(e.g. bit block image transfers with blending) are performed by the 2Dengine 841, or substituted at display time by the display controller 843using overlay display planes. In some embodiments, a shared L3 cache 875is available to all graphics components, allowing the sharing of datawithout the use of main system memory.

In some embodiments, graphics processor media pipeline 830 includes amedia engine 837 and a video front end 834. In some embodiments, videofront end 834 receives pipeline commands from the command streamer 803.In some embodiments, media pipeline 830 includes a separate commandstreamer. In some embodiments, video front-end 834 processes mediacommands before sending the command to the media engine 837. In someembodiments, media engine 337 includes thread spawning functionality tospawn threads for dispatch to thread execution logic 850 via threaddispatcher 831.

In some embodiments, graphics processor 800 includes a display engine840. In some embodiments, display engine 840 is external to processor800 and couples with the graphics processor via the ring interconnect802, or some other interconnect bus or fabric. In some embodiments,display engine 840 includes a 2D engine 841 and a display controller843. In some embodiments, display engine 840 contains special purposelogic capable of operating independently of the 3D pipeline. In someembodiments, display controller 843 couples with a display device (notshown), which may be a system integrated display device, as in a laptopcomputer, or an external display device attached via a display deviceconnector.

In some embodiments, graphics pipeline 820 and media pipeline 830 areconfigurable to perform operations based on multiple graphics and mediaprogramming interfaces and are not specific to any one applicationprogramming interface (API). In some embodiments, driver software forthe graphics processor translates API calls that are specific to aparticular graphics or media library into commands that can be processedby the graphics processor. In some embodiments, support is provided forthe Open Graphics Library (OpenGL) and Open Computing Language (OpenCL)from the Khronos Group, the Direct3D library from the MicrosoftCorporation, or support may be provided to both OpenGL and D3D. Supportmay also be provided for the Open Source Computer Vision Library(OpenCV). A future API with a compatible 3D pipeline would also besupported if a mapping can be made from the pipeline of the future APIto the pipeline of the graphics processor.

FIG. 14A is a block diagram illustrating a graphics processor commandformat 900 according to some embodiments. FIG. 14B is a block diagramillustrating a graphics processor command sequence 910 according to anembodiment. The solid lined boxes in FIG. 14A illustrate the componentsthat are generally included in a graphics command while the dashed linesinclude components that are optional or that are only included in asub-set of the graphics commands. The exemplary graphics processorcommand format 900 of FIG. 14A includes data fields to identify a targetclient 902 of the command, a command operation code (opcode) 904, andthe relevant data 906 for the command. A sub-opcode 905 and a commandsize 908 are also included in some commands.

In some embodiments, client 902 specifies the client unit of thegraphics device that processes the command data. In some embodiments, agraphics processor command parser examines the client field of eachcommand to condition the further processing of the command and route thecommand data to the appropriate client unit. In some embodiments, thegraphics processor client units include a memory interface unit, arender unit, a 2D unit, a 3D unit, and a media unit. Each client unithas a corresponding processing pipeline that processes the commands.Once the command is received by the client unit, the client unit readsthe opcode 904 and, if present, sub-opcode 905 to determine theoperation to perform. The client unit performs the command usinginformation in data field 906. For some commands an explicit commandsize 908 is expected to specify the size of the command. In someembodiments, the command parser automatically determines the size of atleast some of the commands based on the command opcode. In someembodiments commands are aligned via multiples of a double word.

The flow diagram in FIG. 14B shows an exemplary graphics processorcommand sequence 910. In some embodiments, software or firmware of adata processing system that features an embodiment of a graphicsprocessor uses a version of the command sequence shown to set up,execute, and terminate a set of graphics operations. A sample commandsequence is shown and described for purposes of example only asembodiments are not limited to these specific commands or to thiscommand sequence. Moreover, the commands may be issued as batch ofcommands in a command sequence, such that the graphics processor willprocess the sequence of commands in at least partially concurrence.

In some embodiments, the graphics processor command sequence 910 maybegin with a pipeline flush command 912 to cause any active graphicspipeline to complete the currently pending commands for the pipeline. Insome embodiments, the 3D pipeline 922 and the media pipeline 924 do notoperate concurrently. The pipeline flush is performed to cause theactive graphics pipeline to complete any pending commands. In responseto a pipeline flush, the command parser for the graphics processor willpause command processing until the active drawing engines completepending operations and the relevant read caches are invalidated.Optionally, any data in the render cache that is marked ‘dirty’ can beflushed to memory. In some embodiments, pipeline flush command 912 canbe used for pipeline synchronization or before placing the graphicsprocessor into a low power state.

In some embodiments, a pipeline select command 913 is used when acommand sequence requires the graphics processor to explicitly switchbetween pipelines. In some embodiments, a pipeline select command 913 isrequired only once within an execution context before issuing pipelinecommands unless the context is to issue commands for both pipelines. Insome embodiments, a pipeline flush command is 912 is requiredimmediately before a pipeline switch via the pipeline select command913.

In some embodiments, a pipeline control command 914 configures agraphics pipeline for operation and is used to program the 3D pipeline922 and the media pipeline 924. In some embodiments, pipeline controlcommand 914 configures the pipeline state for the active pipeline. Inone embodiment, the pipeline control command 914 is used for pipelinesynchronization and to clear data from one or more cache memories withinthe active pipeline before processing a batch of commands.

In some embodiments, return buffer state commands 916 are used toconfigure a set of return buffers for the respective pipelines to writedata. Some pipeline operations require the allocation, selection, orconfiguration of one or more return buffers into which the operationswrite intermediate data during processing. In some embodiments, thegraphics processor also uses one or more return buffers to store outputdata and to perform cross thread communication. In some embodiments, thereturn buffer state 916 includes selecting the size and number of returnbuffers to use for a set of pipeline operations.

The remaining commands in the command sequence differ based on theactive pipeline for operations. Based on a pipeline determination 920,the command sequence is tailored to the 3D pipeline 922 beginning withthe 3D pipeline state 930, or the media pipeline 924 beginning at themedia pipeline state 940.

The commands for the 3D pipeline state 930 include 3D state settingcommands for vertex buffer state, vertex element state, constant colorstate, depth buffer state, and other state variables that are to beconfigured before 3D primitive commands are processed. The values ofthese commands are determined at least in part based the particular 3DAPI in use. In some embodiments, 3D pipeline state 930 commands are alsoable to selectively disable or bypass certain pipeline elements if thoseelements will not be used.

In some embodiments, 3D primitive 932 command is used to submit 3Dprimitives to be processed by the 3D pipeline. Commands and associatedparameters that are passed to the graphics processor via the 3Dprimitive 932 command are forwarded to the vertex fetch function in thegraphics pipeline. The vertex fetch function uses the 3D primitive 932command data to generate vertex data structures. The vertex datastructures are stored in one or more return buffers. In someembodiments, 3D primitive 932 command is used to perform vertexoperations on 3D primitives via vertex shaders. To process vertexshaders, 3D pipeline 922 dispatches shader execution threads to graphicsprocessor execution units.

In some embodiments, 3D pipeline 922 is triggered via an execute 934command or event. In some embodiments, a register write triggers commandexecution. In some embodiments execution is triggered via a ‘go’ or‘kick’ command in the command sequence. In one embodiment commandexecution is triggered using a pipeline synchronization command to flushthe command sequence through the graphics pipeline. The 3D pipeline willperform geometry processing for the 3D primitives. Once operations arecomplete, the resulting geometric objects are rasterized and the pixelengine colors the resulting pixels. Additional commands to control pixelshading and pixel back end operations may also be included for thoseoperations.

In some embodiments, the graphics processor command sequence 910 followsthe media pipeline 924 path when performing media operations. Ingeneral, the specific use and manner of programming for the mediapipeline 924 depends on the media or compute operations to be performed.Specific media decode operations may be offloaded to the media pipelineduring media decode. In some embodiments, the media pipeline can also bebypassed and media decode can be performed in whole or in part usingresources provided by one or more general purpose processing cores. Inone embodiment, the media pipeline also includes elements forgeneral-purpose graphics processor unit (GPGPU) operations, where thegraphics processor is used to perform SIMD vector operations usingcomputational shader programs that are not explicitly related to therendering of graphics primitives.

In some embodiments, media pipeline 924 is configured in a similarmanner as the 3D pipeline 922. A set of media pipeline state commands940 are dispatched or placed into in a command queue before the mediaobject commands 942. In some embodiments, media pipeline state commands940 include data to configure the media pipeline elements that will beused to process the media objects. This includes data to configure thevideo decode and video encode logic within the media pipeline, such asencode or decode format. In some embodiments, media pipeline statecommands 940 also support the use one or more pointers to “indirect”state elements that contain a batch of state settings.

In some embodiments, media object commands 942 supply pointers to mediaobjects for processing by the media pipeline. The media objects includememory buffers containing video data to be processed. In someembodiments, all media pipeline states must be valid before issuing amedia object command 942. Once the pipeline state is configured andmedia object commands 942 are queued, the media pipeline 924 istriggered via an execute command 944 or an equivalent execute event(e.g., register write). Output from media pipeline 924 may then be postprocessed by operations provided by the 3D pipeline 922 or the mediapipeline 924. In some embodiments, GPGPU operations are configured andexecuted in a similar manner as media operations.

FIG. 15 illustrates exemplary graphics software architecture for a dataprocessing system 1000 according to some embodiments. In someembodiments, software architecture includes a 3D graphics application1010, an operating system 1020, and at least one processor 1030. In someembodiments, processor 1030 includes a graphics processor 1032 and oneor more general-purpose processor core(s) 1034. The graphics application1010 and operating system 1020 each execute in the system memory 1050 ofthe data processing system.

In some embodiments, 3D graphics application 1010 contains one or moreshader programs including shader instructions 1012. The shader languageinstructions may be in a high-level shader language, such as the HighLevel Shader Language (HLSL) or the OpenGL Shader Language (GLSL). Theapplication also includes executable instructions 1014 in a machinelanguage suitable for execution by the general-purpose processor core1034. The application also includes graphics objects 1016 defined byvertex data.

In some embodiments, operating system 1020 is a Microsoft® Windows®operating system from the Microsoft Corporation, a proprietary UNIX-likeoperating system, or an open source UNIX-like operating system using avariant of the Linux kernel. When the Direct3D API is in use, theoperating system 1020 uses a front-end shader compiler 1024 to compileany shader instructions 1012 in HLSL into a lower-level shader language.The compilation may be a just-in-time (JIT) compilation or theapplication can perform shader pre-compilation. In some embodiments,high-level shaders are compiled into low-level shaders during thecompilation of the 3D graphics application 1010.

In some embodiments, user mode graphics driver 1026 contains a back-endshader compiler 1027 to convert the shader instructions 1012 into ahardware specific representation. When the OpenGL API is in use, shaderinstructions 1012 in the GLSL high-level language are passed to a usermode graphics driver 1026 for compilation. In some embodiments, usermode graphics driver 1026 uses operating system kernel mode functions1028 to communicate with a kernel mode graphics driver 1029. In someembodiments, kernel mode graphics driver 1029 communicates with graphicsprocessor 1032 to dispatch commands and instructions.

One or more aspects of at least one embodiment may be implemented byrepresentative code stored on a machine-readable medium which representsand/or defines logic within an integrated circuit such as a processor.For example, the machine-readable medium may include instructions whichrepresent various logic within the processor. When read by a machine,the instructions may cause the machine to fabricate the logic to performthe techniques described herein. Such representations, known as “IPcores,” are reusable units of logic for an integrated circuit that maybe stored on a tangible, machine-readable medium as a hardware modelthat describes the structure of the integrated circuit. The hardwaremodel may be supplied to various customers or manufacturing facilities,which load the hardware model on fabrication machines that manufacturethe integrated circuit. The integrated circuit may be fabricated suchthat the circuit performs operations described in association with anyof the embodiments described herein.

FIG. 16 is a block diagram illustrating an IP core development system1100 that may be used to manufacture an integrated circuit to performoperations according to an embodiment. The IP core development system1100 may be used to generate modular, re-usable designs that can beincorporated into a larger design or used to construct an entireintegrated circuit (e.g., an SOC integrated circuit). A design facility1130 can generate a software simulation 1110 of an IP core design in ahigh level programming language (e.g., C/C++). The software simulation1110 can be used to design, test, and verify the behavior of the IP coreusing a simulation model 1112. The simulation model 1112 may includefunctional, behavioral, and/or timing simulations. A register transferlevel (RTL) design can then be created or synthesized from thesimulation model 1112. The RTL design 1115 is an abstraction of thebehavior of the integrated circuit that models the flow of digitalsignals between hardware registers, including the associated logicperformed using the modeled digital signals. In addition to an RTLdesign 1115, lower-level designs at the logic level or transistor levelmay also be created, designed, or synthesized. Thus, the particulardetails of the initial design and simulation may vary.

The RTL design 1115 or equivalent may be further synthesized by thedesign facility into a hardware model 1120, which may be in a hardwaredescription language (HDL), or some other representation of physicaldesign data. The HDL may be further simulated or tested to verify the IPcore design. The IP core design can be stored for delivery to a 3^(rd)party fabrication facility 1165 using non-volatile memory 1140 (e.g.,hard disk, flash memory, or any non-volatile storage medium).Alternatively, the IP core design may be transmitted (e.g., via theInternet) over a wired connection 1150 or wireless connection 1160. Thefabrication facility 1165 may then fabricate an integrated circuit thatis based at least in part on the IP core design. The fabricatedintegrated circuit can be configured to perform operations in accordancewith at least one embodiment described herein.

FIG. 17 is a block diagram illustrating an exemplary system on a chipintegrated circuit 1200 that may be fabricated using one or more IPcores, according to an embodiment. The exemplary integrated circuitincludes one or more application processors 1205 (e.g., CPUs), at leastone graphics processor 1210, and may additionally include an imageprocessor 1215 and/or a video processor 1220, any of which may be amodular IP core from the same or multiple different design facilities.The integrated circuit includes peripheral or bus logic including a USBcontroller 1225, UART controller 1230, an SPI/SDIO controller 1235, andan I²S/I²C controller 1240. Additionally, the integrated circuit caninclude a display device 1245 coupled to one or more of ahigh-definition multimedia interface (HDMI) controller 1250 and a mobileindustry processor interface (MIPI) display interface 1255. Storage maybe provided by a flash memory subsystem 1260 including flash memory anda flash memory controller. Memory interface may be provided via a memorycontroller 1265 for access to SDRAM or SRAM memory devices. Someintegrated circuits additionally include an embedded security engine1270.

Additionally, other logic and circuits may be included in the processorof integrated circuit 1200, including additional graphicsprocessors/cores, peripheral interface controllers, or general purposeprocessor cores.

The following clauses and/or examples pertain to further embodiments:

One example embodiment may be a method comprising in a graphicsprocessing unit with at least two vertex shaders in two parallel pipes,operating on sequential draw calls in the parallel pipes, separatingcommand sequences for the parallel pipes to said vertex shaders, andoperating said vertex shaders asynchronously from one another. Themethod may also include providing a render engine and a position onlyshader, said position only shader to run ahead of the render engine,said position only shader including a first command streamer, a firstvertex fetch and a first vertex shader, said first vertex fetch andfirst vertex shader to identify non-visible primitives for the renderengine, said position only shader to fetch and shade only positionattributes and to record visibility information for each primitive in adraw call and to record this information in a storage accessible to saidrender engine, said render engine to include a second command streamer,a second vertex fetch and second vertex shader to handle non-positionattributes, said first and second command streamers using a commonbuffer and operating asynchronously to one another with respect toaccessing said common buffer, and separating command sequences for eachparallel pipe to enable the position only shader to run ahead of therender engine by at least one draw call and to enable the render engineto obtain position attributes for a prior draw call while the positiononly shader is working on a next draw call. The method may also includewherein the position only shader is a slave engine and said renderengine is a main engine. The method may also include determining if acontext has been submitted to a render engine exercising position onlyshading functionality. The method may also include setting a bit in therender engine to indicate position only shading is enabled. The methodmay also include inheriting the position only shading field only to achained batch buffer. The method may also include providing separatecommand streamers for the render engine and position only shader. Themethod may also include sharing a ring buffer between said position onlyshader and render engine. The method may also include providing separatecommand streamers for a render pipeline and a position only shadingpipeline. The method may also include providing all commands initiallyto the command streamer for the render pipeline which then forwardscommands for the command streamer of the position only shading pipelinecommand streamer.

Another example embodiment may be one or more non-transitory computerreadable media storing instructions to perform a sequence comprising ina graphics processing unit with at least two vertex shaders in twoparallel pipes, operating on sequential draw calls in the parallelpipes, separating command sequences for the parallel pipes to saidvertex shaders, and operating said pipes asynchronously from oneanother. The media may include providing a render engine and a positiononly shader, said position only shader to run ahead of the renderengine, said position only shader including a first command streamer, afirst vertex fetch and a first vertex shader, said first vertex fetchand first vertex shader to identify non-visible primitives for therender engine, said position only shader to fetch and shade onlyposition attributes and to record visibility information for eachprimitive in a draw call and to record this information in a storageaccessible to said render engine, said render engine to include a secondcommand streamer, a second vertex fetch and second vertex shader tohandle non-position attributes, said first and second command streamersusing a common buffer and operating asynchronously to one another withrespect to accessing said common buffer, and separating commandsequences for each parallel pipe to enable the position only shader torun ahead of the render engine by at least one draw call and to enablethe render engine to obtain position attributes for a prior draw callwhile the position only shader is working on a next draw call. The mediamay include further storing instructions to perform a sequence whereinthe slave engine is a position only shader and said main engine is arender engine. The media may include further storing instructions toperform a sequence including determining if context has been submittedto a render engine exercising position only shading functionality. Themedia may include further storing instructions to perform a sequenceincluding setting a bit in the render engine to indicate position onlyshading is enabled. The media may include further storing instructionsto perform a sequence including inheriting the position only shadingfield only to a chained batch buffer. The media may include furtherstoring instructions to perform a sequence including providing separatecommand streamers for the render engine and position only shader. Themedia may include further storing instructions to perform a sequenceincluding sharing a ring buffer between said position only shader andrender engine The media may include further storing instructions toperform a sequence including providing separate command streamers for arender pipeline and a position only shading pipeline. The media mayinclude further storing instructions to perform a sequence includingproviding all commands initially to the command streamer for the renderpipeline which then forwards commands for the command streamer of theposition only shading pipeline.

In another example embodiment may be a graphics processing unitcomprising a processor a processor to provide at least vertex shadersoperating on sequential draw calls in parallel pipes, and said processorto separate command sequences for each parallel pipe to operate saidvertex shaders asynchronously from one another, and a memory coupled tosaid processor. The graphics processing unit may include a render engineand a position only shader, said position only shader to run ahead ofthe render engine, said position only shader including a first commandstreamer, a first vertex fetch and a first vertex shader, said firstvertex fetch and first vertex shader to identify non-visible primitivesfor the render engine, said position only shader to fetch and shade onlyposition attributes and to record visibility information for eachprimitive in a draw call and to record this information in a storageaccessible to said render engine, said render engine to include a secondcommand streamer, a second vertex fetch and second vertex shader tohandle non-position attributes, said first and second command streamersusing a common buffer and operating asynchronously to one another withrespect to accessing said common buffer, and said processor to separatecommand sequences for each parallel pipe to enable the position onlyshader to run ahead of the render engine by at least one draw call andto enable the render engine to obtain position attributes for a priordraw call while the position only shader is working on a next draw call.The graphics processing unit may include said processor to determine ifcontext has been submitted to the render engine exercising position onlyshading functionality. The graphics processing unit may include saidprocessor to set a bit in the render engine to indicate position onlyshading is enabled. The graphics processing unit may include saidprocessor to inherit the position only shading field only to a chainedbatch buffer. The graphics processing unit may include said processor toprovide separate command streamers for the render engine and positiononly shader. The graphics processing unit may include said processor toshare a ring buffer between said position only shader and render engine.The graphics processing unit may include said processor to provideseparate command streamers for a render pipeline and a position onlyshading pipeline. The graphics processing unit may include saidprocessor to provide all commands initially to the command streamer forthe render pipeline which then forwards commands for the commandstreamer of the position only shading pipeline.

The graphics processing techniques described herein may be implementedin various hardware architectures. For example, graphics functionalitymay be integrated within a chipset. Alternatively, a discrete graphicsprocessor may be used. As still another embodiment, the graphicsfunctions may be implemented by a general purpose processor, including amulticore processor.

References throughout this specification to “one embodiment” or “anembodiment” mean that a particular feature, structure, or characteristicdescribed in connection with the embodiment is included in at least oneimplementation encompassed within the present disclosure. Thus,appearances of the phrase “one embodiment” or “in an embodiment” are notnecessarily referring to the same embodiment. Furthermore, theparticular features, structures, or characteristics may be instituted inother suitable forms other than the particular embodiment illustratedand all such forms may be encompassed within the claims of the presentapplication.

While a limited number of embodiments have been described, those skilledin the art will appreciate numerous modifications and variationstherefrom. It is intended that the appended claims cover all suchmodifications and variations as fall within the true spirit and scope ofthis disclosure.

What is claimed is:
 1. A method comprising: in a graphics processingunit with at least two vertex shaders in two parallel pipes, operatingon sequential draw calls in the parallel pipes; separating commandsequences for the parallel pipes to said vertex shaders; and operatingsaid vertex shaders asynchronously from one another.
 2. The method ofclaim 1 including: providing a render engine and a position only shader,said position only shader to run ahead of the render engine, saidposition only shader including a first command streamer, a first vertexfetch and a first vertex shader, said first vertex fetch and firstvertex shader to identify non-visible primitives for the render engine,said position only shader to fetch and shade only position attributesand to record visibility information for each primitive in a draw calland to record this information in a storage accessible to said renderengine, said render engine to include a second command streamer, asecond vertex fetch and second vertex shader to handle non-positionattributes, said first and second command streamers using a commonbuffer and operating asynchronously to one another with respect toaccessing said common buffer; and separating command sequences for eachparallel pipe to enable the position only shader to run ahead of therender engine by at least one draw call and to enable the render engineto obtain position attributes for a prior draw call while the positiononly shader is working on a next draw call.
 3. The method of claim 2wherein the position only shader is a slave engine and said renderengine is a main engine.
 4. The method of claim 3 including determiningif a context has been submitted to a render engine exercising positiononly shading functionality.
 5. The method of claim 4 including setting abit in the render engine to indicate position only shading is enabled.6. The method of claim 5 including inheriting the position only shadingfield only to a chained batch buffer.
 7. The method of claim 6 includingproviding separate command streamers for the render engine and positiononly shader.
 8. The method of claim 7 including sharing a ring bufferbetween said position only shader and render engine.
 9. The method ofclaim 3 including providing separate command streamers for a renderpipeline and a position only shading pipeline.
 10. The method of claim 8including providing all commands initially to the command streamer forthe render pipeline which then forwards commands for the commandstreamer of the position only shading pipeline command streamer.
 11. Oneor more non-transitory computer readable media storing instructions toperform a sequence comprising: in a graphics processing unit with atleast two vertex shaders in two parallel pipes, operating on sequentialdraw calls in the parallel pipes; separating command sequences for theparallel pipes to said vertex shaders; and operating said pipesasynchronously from one another.
 12. The media of claim 11 including:providing a render engine and a position only shader, said position onlyshader to run ahead of the render engine, said position only shaderincluding a first command streamer, a first vertex fetch and a firstvertex shader, said first vertex fetch and first vertex shader toidentify non-visible primitives for the render engine, said positiononly shader to fetch and shade only position attributes and to recordvisibility information for each primitive in a draw call and to recordthis information in a storage accessible to said render engine, saidrender engine to include a second command streamer, a second vertexfetch and second vertex shader to handle non-position attributes, saidfirst and second command streamers using a common buffer and operatingasynchronously to one another with respect to accessing said commonbuffer; and separating command sequences for each parallel pipe toenable the position only shader to run ahead of the render engine by atleast one draw call and to enable the render engine to obtain positionattributes for a prior draw call while the position only shader isworking on a next draw call.
 13. The media of claim 12, further storinginstructions to perform a sequence wherein the slave engine is aposition only shader and said main engine is a render engine.
 14. Themedia of claim 13, further storing instructions to perform a sequenceincluding determining if context has been submitted to a render engineexercising position only shading functionality.
 15. The media of claim14, further storing instructions to perform a sequence including settinga bit in the render engine to indicate position only shading is enabled.16. The media of claim 15, further storing instructions to perform asequence including inheriting the position only shading field only to achained batch buffer.
 17. The media of claim 16, further storinginstructions to perform a sequence including providing separate commandstreamers for the render engine and position only shader.
 18. The mediaof claim 17, further storing instructions to perform a sequenceincluding sharing a ring buffer between said position only shader andrender engine.
 19. The media of claim 13, further storing instructionsto perform a sequence including providing separate command streamers fora render pipeline and a position only shading pipeline.
 20. The media ofclaim 18, further storing instructions to perform a sequence includingproviding all commands initially to the command streamer for the renderpipeline which then forwards commands for the command streamer of theposition only shading pipeline.
 21. A graphics processing unitcomprising: a processor to provide at least vertex shaders operating onsequential draw calls in parallel pipes, and said processor to separatecommand sequences for each parallel pipe to operate said vertex shadersasynchronously from one another; and a memory coupled to said processor.22. The graphics processing unit of claim 21 including: a render engineand a position only shader, said position only shader to run ahead ofthe render engine, said position only shader including a first commandstreamer, a first vertex fetch and a first vertex shader, said firstvertex fetch and first vertex shader to identify non-visible primitivesfor the render engine, said position only shader to fetch and shade onlyposition attributes and to record visibility information for eachprimitive in a draw call and to record this information in a storageaccessible to said render engine, said render engine to include a secondcommand streamer, a second vertex fetch and second vertex shader tohandle non-position attributes, said first and second command streamersusing a common buffer and operating asynchronously to one another withrespect to accessing said common buffer; and said processor to separatecommand sequences for each parallel pipe to enable the position onlyshader to run ahead of the render engine by at least one draw call andto enable the render engine to obtain position attributes for a priordraw call while the position only shader is working on a next draw call.23. The graphics processing unit of claim 22, said processor todetermine if context has been submitted to the render engine exercisingposition only shading functionality.
 24. The graphics processing unit ofclaim 22, said processor to set a bit in the render engine to indicateposition only shading is enabled.
 25. The graphics processing unit ofclaim 23, said processor to inherit the position only shading field onlyto a chained batch buffer.
 26. The graphics processing unit processingunit of claim 24, said processor to provide separate command streamersfor the render engine and position only shader.
 27. The graphicsprocessing unit of claim 25, said processor to share a ring bufferbetween said position only shader and render engine.
 28. The graphicsprocessing unit of claim 26, said processor to provide separate commandstreamers for a render pipeline and a position only shading pipeline.29. The graphics processing unit of claim 27, said processor to provideall commands initially to the command streamer for the render pipelinewhich then forwards commands for the command streamer of the positiononly shading pipeline.